actor MegamanHair : MegamanC
{
player.displayname "Megaman-hair"
States
{
Spawn:
HMEG A 0
HMEG B 1
HMEG A 1
HMEG A 0 A_JumpIfInventory("JetBusterC",1,"JetSpawn")
HMEG A 0 A_JumpIfInventory("PowerFistC",1,"PowerSpawn")
HMEG A 0
Goto Spawn+2
See:
HMEG A 0 A_JumpIfInventory("JetBusterC",1,"JetWalk")
HMEG A 0 A_JumpIfInventory("PowerFistC",1,"PowerWalk")
HMEG BCDE 5
Goto Spawn+2
Missile:
HMEG A 0 A_JumpIfInventory("JetBusterC",1,"JetMissile")
HMEG A 0 A_JumpIfInventory("PowerFistC",1,"PowerMissile")
HMEG FFFFF 1  A_JumpIfInventory("MegaSlide",1,"Slide")
HMEG GGGG 1  A_JumpIfInventory("MegaSlide",1,"Slide")
goto Spawn
JetSpawn:
HMEG A 0
HMEG A 1
HMEG A 1
Goto Spawn+5
JetWalk:
HMEG BCDE 5
Goto Spawn+4
JetMissile:
HMEG A 0 A_JumpIfInventory("JetTrigger",1,"Flight")
HMEG F 5
HMEG G 4
goto Spawn+3
Flight:
HMEG A 0 A_JumpIfInventory("JetFuel",0,"See")
HMEG B 0 A_PlaySoundEx("weapon/Jetfly","Auto")
HMEG AA 5 ThrustThingZ(0,7,0,1)
goto Spawn+3
PowerSpawn:
HMEG A 0
HMEG A 1
HMEG A 1
Goto Spawn+5
PowerWalk:
HMEG BCDE 5
Goto Spawn+4
PowerMissile:
HMEG A 0
HMEG F 5
HMEG G 4
goto Spawn+4
Slide:
HMEG I 20
HMEG A 0
goto Spawn
ClassPain:
HMEG H 0
goto PainContinue
ClassDeath:
HMEG H 0
goto DeathContinue
DropWeapon:
HMEG H 0
HMEG Z 0
HMEG Z -1
stop
TimeStopped:
HMEG A 0 SetPlayerProperty(0,1,4)
HMEG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Stop
HMEG A 0 SetPlayerProperty(0,0,4)
Goto pain+1
PainContinue:
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 1 A_SpawnItem("PainFX",0,3)
HMEG H 1 //A_Recoil(1)
HMEG H 0 //SetPlayerProperty(0, 0, 4)
HMEG H 0 SetPlayerProperty(0,0,1)
HMEG H 0 SetPlayerProperty(0,0,4)
HMEG H 0 A_Jump(256, "Spawn")
goto Spawn
DeathContinue:
HMEG H 0 A_JumpIfInventory("InstagibFlag",1,"DeathContinueInstagib")
HMEG H 0 A_JumpIfInventory("FallingFlag",1,"DeathContinueFalling")
HMEG H 0 SetPlayerProperty(0, 0, 4)
HMEG H 0 A_TakeInventory("PharaohCharge",999)   
HMEG H 0 A_NoBlocking
HMEG H 0 A_GiveInventory("CutterFlag",999)
HMEG H 0 A_GiveInventory("IsDead",1)
HMEG H 0 A_Stop
HMEG H 0 A_GiveToTarget("KilledMeStock",1)
HMEG H 1 A_GiveToTarget("KilledMe",1)
HMEG H 19 ACS_ExecuteAlways(999,0,0)
HMEG H 0 SetPlayerProperty(0, 0, 4)
HMEG H 0 A_PlaySoundEX("misc/devildeath","Voice") /*A_PlayerScream*/
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
HMEG Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
HMEG Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
HMEG H 0 A_Jump(256, "DropWeapon")
goto DropWeapon
}
}